Batch #4020 by kyoshi: 1 byte-identical, 5 confirmed by peer review. - fn_19188 CSphereWindEffect::Close: logic confirmed by peer review - fn_19189 CSphereWindEffect::Slot01: logic confirmed by peer review - fn_19190 CSphereWindEffect::Slot06: byte-identical - fn_19191 CSphereWindEffect::Slot03: logic confirmed by peer review - fn_19192 CSphereWindEffect::UpdateParticle: logic confirmed by peer review - fn_19193 CSphereWindEffect::Slot04: logic confirmed by peer review Peer-reviewed-by: youko, superintelligence Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes). Adds to the build: Source/Contents/Effects/SphereWindEffect.cpp
155 lines
5.1 KiB
C++
155 lines
5.1 KiB
C++
#include "Contents/Effects/SphereWindEffect.h"
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#include "Client/Mode/CGameMode.h"
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#include "Client/Mode/ModeMgr.h"
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#include "Contents/Camera/Camera.h"
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#include "Contents/Effects/EffectMemoryMgr.h"
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#include "Contents/Effects/Particle.h"
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#include "Utility/Math/AffineMatrix.h"
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#include <algorithm>
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#include <cstdlib>
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#include <cstring>
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// OFFSET: 0x00B781E0
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// FUNCTION: fn_19188
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void CSphereWindEffect::Close() {
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for (CParticle* particle : this->particles) {
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FreeParticle(particle);
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}
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this->particles.clear();
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}
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// OFFSET: 0x00B78220
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// FUNCTION: fn_19189
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void CSphereWindEffect::Slot01() {
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for (int start = 0; start < 45; start += 9) {
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const int id = this->id;
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int tilt = start;
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for (int ring = 0; ring < 4; ++ring) {
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const float radius = static_cast<float>(std::max(rand() % 11, 0)) * 0.2f + 4.0f;
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const int rotation = std::max(rand() % 360, 0);
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const int spread = std::max(rand() % 91, 0) + 180;
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const int spin = std::max(rand() % 4, 0) + 3;
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for (int segment = 0; segment < 21; ++segment) {
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CParticle* particle = CreateParticle(reinterpret_cast<const vector3d*>(this->position), 5);
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if (!particle) {
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continue;
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}
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particle->unknown_000C = segment;
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particle->unknown_0010 = ring;
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particle->unknown_0004 = this->id;
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particle->unknown_0008 = 1;
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particle->unknown_00C0 = radius;
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particle->scale = 14.0f;
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*reinterpret_cast<float*>(&particle->unknown_00C4) = static_cast<float>(rotation);
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particle->unknown_004C = tilt;
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particle->alpha = 100;
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particle->unknown_0050 = spread;
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particle->unknown_0054 = -14.0f;
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*reinterpret_cast<float*>(particle->unknown_0058) = static_cast<float>(spin);
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InitParticleQuad(particle->vertices);
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this->particles.push_back(particle);
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if (id == 346) {
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particle->SetTexture("effect\\blue_ivy.bmp");
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particle->SetColor(100, 100, 255);
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} else if (id == 394) {
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particle->SetTexture("effect\\fire_ivy.bmp");
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particle->SetColor(255, 100, 100);
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}
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}
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tilt += 45;
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}
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}
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}
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// OFFSET: 0x00B78420
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// FUNCTION: fn_19190
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bool CSphereWindEffect::Slot06() {
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return this->ActorExists();
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}
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// OFFSET: 0x00B78430
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// FUNCTION: fn_19191
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void CSphereWindEffect::Slot03() {
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for (auto it = this->particles.begin(); it != this->particles.end(); ++it) {
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CParticle* particle = *it;
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particle->position.x = this->position[0];
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particle->position.y = this->position[1];
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particle->position.z = this->position[2];
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this->UpdateParticle(particle);
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++particle->unknown_00E8;
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}
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}
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// OFFSET: 0x00B78480
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// FUNCTION: fn_19192
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void CSphereWindEffect::UpdateParticle(CParticle* particle) {
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float& rotation = *reinterpret_cast<float*>(&particle->unknown_00C4);
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if (particle) {
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float value = *reinterpret_cast<const float*>(particle->unknown_0058) + rotation;
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if (value >= 360.0f) {
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value -= 360.0f;
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}
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rotation = value;
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}
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matrix transform;
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std::memcpy(transform.values, g_identityMatrix, sizeof(transform.values));
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transform.MakeYRotation(static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->camera.yaw / -180.0f * 3.141592f);
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particle->transform = transform;
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const int segment = particle->unknown_000C;
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const int angle = static_cast<int>(static_cast<float>(static_cast<int>(static_cast<float>(particle->unknown_0050) / 20.0f) * segment) + rotation) % 360;
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const int tilt = particle->unknown_004C;
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const float scale = particle->scale;
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const float radius = particle->unknown_00C0;
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const float ringX = g_cosTable[tilt] * scale * g_cosTable[angle];
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const float ringY = g_sinTable[tilt] * scale * g_cosTable[angle];
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const float ringZ = scale * g_sinTable[angle];
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const float spreadX = g_sinTable[tilt] * radius;
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const float spreadY = g_cosTable[tilt] * radius;
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const vector3d inner = {ringX - spreadX, ringY + spreadY + particle->unknown_0054, ringZ};
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const vector3d outer = {ringX + spreadX, ringY - spreadY + particle->unknown_0054, ringZ};
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particle->vertices[1].x = outer.x;
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particle->vertices[1].y = outer.y;
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particle->vertices[1].z = outer.z;
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particle->vertices[3].x = inner.x;
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particle->vertices[3].y = inner.y;
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particle->vertices[3].z = inner.z;
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if (segment != 0) {
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particle->vertices[0].x = this->lastOuter.x;
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particle->vertices[0].y = this->lastOuter.y;
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particle->vertices[0].z = this->lastOuter.z;
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particle->vertices[2].x = this->lastInner.x;
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particle->vertices[2].y = this->lastInner.y;
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particle->vertices[2].z = this->lastInner.z;
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}
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this->lastInner = inner;
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this->lastOuter = outer;
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}
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// OFFSET: 0x00B78710
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// FUNCTION: fn_19193
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void CSphereWindEffect::Slot04() {
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for (auto it = this->particles.begin(); it != this->particles.end(); ++it) {
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CParticle* particle = *it;
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if (!particle || particle->unknown_000C <= 0) {
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continue;
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}
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const int segment = particle->unknown_000C;
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const ParticleQuad quad = {false, 0.0f, 1.0f, static_cast<float>(segment - 1) / 21.0f, static_cast<float>(segment) / 21.0f, false, true};
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particle->Render(quad);
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}
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}
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